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UE2:Actor internal variables (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Actor internal variables in other games:
- RTNP, U1, U2, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
- Other member categories for this class:
- constants, enums, events, instance functions, native functions, properties
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[edit] Internal variables
[edit] Acceleration
Type: Object.Vector
[edit] ActorRenderData
Type: ActorRenderDataPtr
Modifiers: const, native
[edit] ActorTag
Type: int
Modifiers: const, native
[edit] AlignMeshNormal
Type: Object.Vector
Normal used to align mesh -- calculated internally but should be cleared if AlignMeshTraceVector cleared.
[edit] AlignMeshTraceOffset1
Type: Object.Vector
Offset of 1st patch point from which to trace relative to origin/rotation.
[edit] AlignMeshTraceOffset2
Type: Object.Vector
Offset of 2nd patch point from which to trace relative to origin/rotation.
[edit] AlignMeshTraceOffset3
Type: Object.Vector
Offset of 3rd patch point from which to trace relative to origin/rotation.
[edit] AlignMeshTraceVector
Type: Object.Vector
If set mesh will be aligned to normal found by tracing along this vector under "patch".
[edit] Attached
Modifiers: const
array of actors attached to this actor.
[edit] AttachmentBone
Type: name
Modifiers: const
[edit] bAlwaysRelevant
Type: bool
Always relevant for network.
[edit] bAlwaysTick
Type: bool
Modifiers: const
Update even when players-only.
[edit] bAnimByOwner
Type: bool
Animation dictated by owner.
[edit] bAnimFinished
Type: bool
Unlooped animation sequence has finished.
[edit] bAnimLoopFinished
Type: bool
NEW (mdf) used in engine with FinishAnim(false) to signal end of a loop without stopping it. //!!CDH: move into SimAnim?
[edit] bAnimNoExist
Type: bool
Modifiers: const
NEW (mjl) used so that animations which don't exist will still call FinishAnim one tick later.
[edit] Base
Type: Actor
Modifiers: const
Actor we're standing on.
[edit] bCanEncroachPlayer
Type: bool
NEW (mdf) allow some actors (usually scripted NPCs) to pass through players
[edit] bCanFallOutOfWorld
Type: bool
NEW (arl) suppress fell out of world message
[edit] bClientAnim
Type: bool
Don't replicate any animations - animation done client-side
[edit] bClientDemoNetFunc
Type: bool
Modifiers: const
[edit] bClientDemoRecording
Type: bool
Modifiers: const
True we are currently recording a client-side demo
[edit] bDemoRecording
Type: bool
Modifiers: const
True we are currently demo recording
[edit] bDestroyInPainVolume
Type: bool
destroy this actor if it enters a pain volume
[edit] bDisturbFluidSurface
Type: bool
[edit] bEditorPlaced
Type: bool
true if actor was placed in the editor
[edit] bEdSnap
Type: bool
Modifiers: transient
Should snap to grid in UnrealEd.
[edit] bHurtEntry
Type: bool
keep HurtRadius from being reentrant
[edit] bInterpolating
Type: bool
Performing interpolating.
[edit] bJustTeleported
Type: bool
Modifiers: const
Used by engine physics - not valid for scripts.
Default value: True
[edit] bLightChanged
Type: bool
Modifiers: transient
[edit] bMeshAlwaysRefresh
Type: bool
NEW (cdh) Always refresh script processes, even when not rendering
[edit] bNetDirty
Type: bool
Modifiers: const
set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
[edit] bNetInitial
Type: bool
Modifiers: const
Initial network update.
[edit] bNetOptional
Type: bool
Modifiers: const
Actor should only be replicated if bandwidth available.
[edit] bNetOwner
Type: bool
Modifiers: const
Player owns this actor.
[edit] bNetRelevant
Type: bool
Modifiers: const
Actor is currently relevant. Only valid server side, only when replicating variables.
[edit] bNetTemporary
Type: bool
Modifiers: const
Tear-off simulation in network play.
[edit] bObsolete
Type: bool
[edit] bOnlyDirtyReplication
Type: bool
[edit] bOnlyOwnerSee
Type: bool
Only owner can see this actor.
[edit] bOrientOnSlope
Type: bool
when landing, orient base on slope of floor
[edit] bOwnerNoSee
Type: bool
Everything but the owner can see this actor.
[edit] bPathTemp
Type: bool
Modifiers: transient
Internal/path building
[edit] bPaused
Type: bool
NEW (mjl) if true, the actor is currently paused and not being updated remotely
[edit] bPendingDelete
Type: bool
[edit] bReplicateAnimations
Type: bool
[edit] bReplicateInstigator
Type: bool
Replicate instigator to client (used by bNetTemporary projectiles).
[edit] bReplicateMovement
Type: bool
if true, replicate movement/location related properties
Default value: True
[edit] Brush
Type: Model
Modifiers: const, export
Brush if DrawType=DT_Brush.
[edit] bSelected
Type: bool
Modifiers: const
Selected in UnrealEd.
[edit] bSkipActorPropertyReplication
Type: bool
if true, don't replicate actor class variables for this actor
[edit] bSpecialRotationRep
Type: bool
NEW (arl) Hack to override Rotation replication statement for ParticleSprayers.
[edit] bTearOff
Type: bool
[edit] bTempEditor
Type: bool
Modifiers: transient, const
Internal UnrealEd.
[edit] bTicked
Type: bool
Modifiers: transient, const
Actor has been updated.
[edit] bTimerLoop
Type: bool
Timer loops (else is one-shot).
[edit] bTrailerPrePivot
Type: bool
If PHYS_Trailer and true, offset from owner by PrePivot.
[edit] bTrailerSameRotation
Type: bool
If PHYS_Trailer and true, have same rotation as owner.
[edit] bTravel
Type: bool
Actor is capable of travelling among servers.
[edit] bUpdateSimulatedPosition
Type: bool
if true, update velocity/location after initialization for simulated proxies
[edit] bWorldGeometry
Type: bool
Collision and Physics treats this actor as world geometry
[edit] CollisionTag
Type: int
Modifiers: const, native
[edit] ColLocation
Type: Object.Vector
Modifiers: const
[edit] DebugAlignMeshLevel
Type: int
[edit] Deleted
Type: Actor
Modifiers: const
[edit] IndentStr
Type: string
Modifiers: private
NEW (mdf) Debug
[edit] Instigator
Type: Pawn
Pawn responsible for damage caused by this actor.
[edit] Inventory
Type: Inventory
Inventory chain.
[edit] LastRenderTime
Type: float
last time this actor was rendered.
[edit] LatentFloat
Type: float
Modifiers: const
Internal latent function use.
[edit] Leaves
Modifiers: transient
[edit] Level
Type: LevelInfo
Modifiers: const
Level this actor is on.
[edit] LightingTag
Type: int
Modifiers: const, native
[edit] LightRenderData
Type: LightRenderDataPtr
Modifiers: const, native
[edit] LightTag
Type: int
Modifiers: transient
[edit] MeshInstance
Type: MeshInstance
Modifiers: transient
Mesh instance.
[edit] MessageClass
Type: class<LocalMessage>
Default value: Class'Engine.LocalMessage'
[edit] MountOldLocation
Type: Object.Vector
Internal use, old location of actor.
[edit] MountOldRotation
Type: Object.Rotator
[edit] MountParentActor
Type: Actor
Actor that we are mounted to.
[edit] NetPriority
Type: float
Higher priorities means update it more frequently.
Default value: 1.0
[edit] NetTag
Type: int
Modifiers: const, transient
[edit] NetUpdateFrequency
Type: float
Default value: 100.0
[edit] nextParticleLight
Type: Actor
Modifiers: const
[edit] Owner
Type: Actor
Modifiers: const
Owner actor.
[edit] PendingTouch
Type: Actor
Actor touched during move which wants to add an effect after the movement completes
[edit] PhysicsVolume
Type: PhysicsVolume
Modifiers: const
physics volume this actor is currently in
[edit] PrimaryDynamicLight
Type: Actor
Modifiers: const
[edit] PrimaryStaticLight
Type: Actor
Modifiers: const
NEW (arl) Shadows
[edit] Projectors
Type: array<ProjectorRenderInfoPtr>
Modifiers: const, native
Projected textures on this actor
[edit] ProximityReticleOnEvents
Modifiers: const
Default value, index 0: "ProximityReticleCorners"
Default value, index 1: "ProximityReticleTopBars"
[edit] Region
Type: PointRegion
Modifiers: const
Region this actor is in.
[edit] RelativeLocation
Type: Object.Vector
Modifiers: const
location relative to base/bone (valid if base exists)
[edit] RelativeRotation
Type: Object.Rotator
Modifiers: const
rotation relative to base/bone (valid if base exists)
[edit] RemoteRole
Type: ENetRole
Default value: ROLE_DumbProxy
[edit] RenderInterface
Type: RenderIterator
Modifiers: transient
[edit] RenderRevision
Type: int
Modifiers: const, native
[edit] Role
Type: ENetRole
Default value: ROLE_Authority
[edit] SimAnim
Type: AnimRep
Modifiers: transient
[edit] StaticFilterState
Type: EFilterState
Modifiers: native
[edit] StaticMeshInstance
Type: StaticMeshInstance
Contains per-instance static mesh data, like static lighting data.
[edit] StaticMeshProjectors
Type: array<StaticMeshProjectorRenderInfoPtr>
Modifiers: const, native
[edit] StaticSectionBatches
Type: array<BatchReference>
Modifiers: const, native
[edit] TimerCounter
Type: float
Modifiers: const
Counts up until it reaches TimerRate.
[edit] TimerRate
Type: float
Timer event, 0=no timer.
[edit] Touching
Modifiers: const
List of touching actors.
[edit] TweenRate
Type: float
Tween-into rate.
[edit] UseReticleOnEvents
Modifiers: const
NEW (mib) UI
Default value, index 0: "UseReticleText"
Default value, index 1: "UseReticleCorners"
Default value, index 2: "UseReticleTopBars"
[edit] XLevel
Type: Level
Modifiers: transient, const
Level object.
